| Black Orc, Chaos Chosen, Chaos Renegade, Dark Elf, Dwarf, Elven Union, Goblin, Halfling, Human, Imperial Nobility, Lizardmen, Necromantic Horror, Nurgle, Ogre, Old World Alliance, Orc, Shambling Undead, Skaven, Snotling, Underworld Denizens, Wood Elf, Amazon, Chaos Dwarf, High Elf, Norse, Tomb Kings, Vampire, Daemons of Khorne, Slann | GIANT MERCENARY PLAYER | 0-1 Giant Sized Inducements | 0-1 | GW20 (DZ) | Any | 350,000 |
<b>PROFILE</b>
<div class="d-flex text-center mt-2" style="width:100%;">
<div class="p-2 flex-fill"><b>MA</b><br>6</div>
<div class="p-2 flex-fill"><b>ST</b><br>7</div>
<div class="p-2 flex-fill"><b>AG</b><br>5+</div>
<div class="p-2 flex-fill"><b>PA</b><br>5+</div>
<div class="p-2 flex-fill"><b>AV</b><br>11+</div>
<div class="p-2 flex-fill text-left"><b>Skills</b><br>Always Hungry, Bone Head, Break Tackle, Juggernaut, Loner (4+), Mighty Blow (+2), Multiple Block, Stand Firm, Throw Team-mate</div>
</div>
A Giant is subject to the following special rules: <b><a href="giant-mercenary.php" target="_blank">GIANT RULES HERE</a></b>
|
|---|
| Black Orc, Chaos Chosen, Chaos Renegade, Dark Elf, Dwarf, Elven Union, Goblin, Halfling, Human, Imperial Nobility, Lizardmen, Necromantic Horror, Nurgle, Ogre, Old World Alliance, Orc, Shambling Undead, Skaven, Snotling, Underworld Denizens, Wood Elf, Amazon, Chaos Dwarf, High Elf, Norse, Tomb Kings, Vampire, Daemons of Khorne, Slann | TEMP AGENCY CHEERLEADERS | Common | 0-4 | GW20 | Any | 20,000 |
Simply increase the team’s number of
cheerleaders by the number Induced, up to a maximum of
16 in total, for the duration of the game.
At the end of the game, any Temp Agency
Cheerleaders will leave the team.
|
|---|
| Black Orc, Chaos Chosen, Chaos Renegade, Dark Elf, Dwarf, Elven Union, Goblin, Halfling, Human, Imperial Nobility, Lizardmen, Necromantic Horror, Nurgle, Ogre, Old World Alliance, Orc, Shambling Undead, Skaven, Snotling, Underworld Denizens, Wood Elf, Amazon, Chaos Dwarf, High Elf, Norse, Tomb Kings, Vampire, Daemons of Khorne, Slann | BLOODWEISER KEGS | Common | 0-2 | GW20 | Any | 50,000 |
For each Bloodweiser Keg Induced, you may apply a +1
modifier to the result of any dice rolls made during this
game when rolling to see if any of your players recovers
from being KO’d. Bloodweiser Kegs benefit all players
currently on the team, including Journeymen, Star Players
and Mercenaries.
|
|---|
| Black Orc, Chaos Chosen, Chaos Renegade, Dark Elf, Dwarf, Elven Union, Goblin, Halfling, Human, Imperial Nobility, Lizardmen, Necromantic Horror, Nurgle, Ogre, Old World Alliance, Orc, Shambling Undead, Skaven, Snotling, Underworld Denizens, Wood Elf, Amazon, Chaos Dwarf, High Elf, Norse, Tomb Kings, Vampire, Daemons of Khorne, Slann | PART-TIME ASSISTANT COACHES | Common | 0-3 | GW20 | Any | 20,000 |
Simply increase the team’s
number of assistant coaches by the number Induced,
up to a maximum of nine in total, for the duration of
the game.
At the end of the game, any Part-time Assistant
Coaches will leave the team.
|
|---|
| Black Orc, Chaos Chosen, Chaos Renegade, Dark Elf, Dwarf, Elven Union, Goblin, Halfling, Human, Imperial Nobility, Lizardmen, Necromantic Horror, Nurgle, Ogre, Old World Alliance, Orc, Shambling Undead, Skaven, Snotling, Underworld Denizens, Wood Elf, Amazon, Chaos Dwarf, High Elf, Norse, Tomb Kings, Vampire, Daemons of Khorne, Slann | WEATHER MAGE | Common | 0-1 | GW20 | Any | 30,000 |
A Weather
Mage is not a Wizard Inducement and a coach may Induce
both a Weather Mage and a Wizard of some sort.
You may use a Weather Mage once per game, at
the start of any one of your team turns, before activating
any of your players. Roll on the Weather table, applying a
modifier of +1 or +2, or -1 or -2 if desired. The resulting
weather conditions are applied immediately and will last
until the end of the opposition’s next team turn, replacing
the existing weather conditions. At the end of opposition’s
next team turn or the end of the drive (whichever comes
first), the replaced weather conditions will return.
|
|---|
| Black Orc, Chaos Chosen, Chaos Renegade, Dark Elf, Dwarf, Elven Union, Goblin, Halfling, Human, Imperial Nobility, Lizardmen, Necromantic Horror, Nurgle, Ogre, Old World Alliance, Orc, Shambling Undead, Skaven, Snotling, Underworld Denizens, Wood Elf, Amazon, Chaos Dwarf, High Elf, Norse, Tomb Kings, Vampire, Daemons of Khorne, Slann | SPECIAL PLAYS | Common | 0-5 | GW20 | Any | 100,000 |
Each Special Plays Inducement purchased gives you
one Special Plays card to use during the game ahead.
Cards are drawn from one or more of the Special Plays
card decks during the Inducements step of the pregame
sequence:
<ul>
<li>Each Special Plays Inducement purchased allows you
to draw cards from a single deck.</li>
<li>The deck from which cards are drawn is determined by
rolling a D6 and consulting the table below.</li>
<li>For each separate Special Plays Inducement
purchased, roll again on the table below.</li>
<li>There is no limit to how many cards may be drawn from
each deck, but if the second roll or any subsequent
rolls give a duplicated result, you may re-roll the D6. If
the D6 is re-rolled, you must accept the result of the
re-roll.</li>
</ul>
<b>Special Plays Cards</b>
Roll a D6, and check the following table:
<ol>
<li> Random Events</li>
<li> Dirty Tricks</li>
<li> Magic Memorabilia</li>
<li> Heroic Feats</li>
<li> Benefits of Training</li>
<li> Miscellaneous Mayhem</li>
</ol>
<b>CARD SELECTION:</b> Once the D6 has been rolled, the
appropriate Special Plays card deck is shuffled and two
cards are drawn from the top. You may then read both
cards before choosing one to keep and one to discard.
|
|---|
| Black Orc, Chaos Chosen, Chaos Renegade, Dark Elf, Dwarf, Elven Union, Goblin, Halfling, Human, Imperial Nobility, Lizardmen, Necromantic Horror, Nurgle, Ogre, Old World Alliance, Orc, Shambling Undead, Skaven, Snotling, Underworld Denizens, Wood Elf, Amazon, Chaos Dwarf, High Elf, Norse, Tomb Kings, Vampire, Daemons of Khorne, Slann | EXTRA TEAM TRAINING | Common | 0-8 | GW20 | Any | 100,000 |
Each Extra Team Training session grants the team
an extra team re-roll for each half of this game.
|
|---|
| Black Orc, Chaos Chosen, Chaos Renegade, Dark Elf, Dwarf, Elven Union, Goblin, Halfling, Human, Imperial Nobility, Lizardmen, Necromantic Horror, Nurgle, Ogre, Old World Alliance, Orc, Shambling Undead, Skaven, Snotling, Underworld Denizens, Wood Elf, Amazon, Chaos Dwarf, High Elf, Norse, Tomb Kings, Vampire, Daemons of Khorne, Slann | BRIBES | Common | 0-3 | GW20 | Any | 100,000<br>50,000* |
To use a Bribe, roll a D6. On a roll of 2-6, the Bribe is
effective and the player is not Sent-off (and no Turnover
is caused), but on a roll of 1 the Bribe is wasted and the
referee’s decision still stands! Each Bribe may be used
once per game.
A single Bribe may be used after an attempt to
Argue the Call has been made. However, if a 1 was rolled
when attempting to Argue the Call and the head coach
ejected, no Bribe may
be used this time!
<br><i>*50,000 GOLD PIECES FOR TEAMS WITH THE
'BRIBERY AND CORRUPTION' SPECIAL RULE.</i>
|
|---|
| Black Orc, Chaos Chosen, Chaos Renegade, Dark Elf, Dwarf, Elven Union, Goblin, Halfling, Human, Imperial Nobility, Lizardmen, Ogre, Old World Alliance, Orc, Skaven, Snotling, Underworld Denizens, Wood Elf, Amazon, Chaos Dwarf, High Elf, Norse, Vampire, Daemons of Khorne, Slann | WANDERING APOTHECARIES | Common | 0-2 | GW20 | Any that can buy an Apothecary | 100,000 |
Wandering Apothecaries follow all
the rules for normal apothecaries. However, unlike a normal apothecary, a Wandering
Apothecary may attempt to patch-up any Journeymen or
Mercenary players the team includes, but cannot attempt
to patch up a Star Player.
|
|---|
| Vampire, Tomb Kings, Shambling Undead, Necromantic Horror | MORTUARY ASSISTANT | Common | 0-1 | GW20 | Sylvanian Spotlight | 100,000 |
A Mortuary Assistant may be used once per game to
re-roll one failed Regeneration roll for any player currently
on the team, including Journeymen, but not including
Mercenaries or Star Players.
|
|---|
| Nurgle | PLAGUE DOCTOR | Common | 0-1 | GW20 | Favoured of Nurgle | 100,000 |
Once per game, a Plague
Doctor may be used to re-roll one failed Regeneration roll
for a player on their team. Alternatively, once per game the
Plague Doctor may be used in exactly the same way as an
apothecary when any player on their team is Knocked-out. Plague Doctors benefit all players currently
on the team, including Journeymen, but not including
Mercenaries or Star Players.
|
|---|
| Snotling, Ogre | RIOTOUS ROOKIES | Common | 0-1 | GW20 | Low Cost Lineman | 100,000 |
Regardless of how many players are available
for this game and in addition to any Journeymen the team
gains for free to make up for any lack of players, your team
gains an additional 2D3+1 Journeymen for this game.
These fresh-faced young hopefuls may take the number of
players on your Team Draft list temporarily above 16. They
are normal Journeyman players in every other respect and
unless hired in the post-game sequence, they will be sent
on their merry way once the game has ended.
|
|---|
| Black Orc, Chaos Chosen, Chaos Renegade, Dark Elf, Dwarf, Elven Union, Goblin, Halfling, Human, Imperial Nobility, Lizardmen, Necromantic Horror, Nurgle, Ogre, Old World Alliance, Orc, Shambling Undead, Skaven, Snotling, Underworld Denizens, Wood Elf, Amazon, Chaos Dwarf, High Elf, Norse, Tomb Kings, Vampire, Daemons of Khorne, Slann | HALFLING MASTER CHEF | Common | 0-1 | GW20 | Any | 300,000<br>100,000* |
At the start of both the first and
second half, after step 2 but before step 3 of the Start of
Drive sequence, roll three D6. For each roll of a 4+, your
team is so inspired they gain an extra team re-roll for
this half. In addition, the opposing team is so distracted
that for each roll of a 4+, they will lose one of their team
re-rolls for this half.
<br><i class="faq">*100,000 gold pieces for Halfling teams.</i>
|
|---|
| Black Orc, Chaos Chosen, Chaos Renegade, Dark Elf, Dwarf, Elven Union, Goblin, Halfling, Human, Imperial Nobility, Lizardmen, Necromantic Horror, Nurgle, Ogre, Old World Alliance, Orc, Shambling Undead, Skaven, Snotling, Underworld Denizens, Wood Elf, Amazon, Chaos Dwarf, High Elf, Norse, Tomb Kings, Vampire, Daemons of Khorne, Slann | MERCENARY PLAYERS | Common | unlimited | GW20 | Any | varies |
You may Induce Mercenary players
to your team for a single game, chosen from your Team
Roster, at 30,000 gold pieces more than the player would
normally cost.
The normal limits on the total number of players
allowed on a team and in each position apply to
Mercenaries. However, players that are missing the game
due to injury do not count towards the number of players
on the team, so they are not counted when working out
how many Mercenaries a team can have.
All Mercenaries have the Loner (4+) trait.
In addition, a Mercenary may be given one additional
Primary skill selected from those available to a player of
that position, at an additional cost of 50,000 gold pieces.
Mercenaries do not earn Star Player points
and cannot be awarded the MVP for the game. Unlike
Journeymen, Mercenaries cannot be permanently hired
during the post-game sequence.
|
|---|
| Black Orc, Chaos Chosen, Chaos Renegade, Dark Elf, Dwarf, Elven Union, Goblin, Halfling, Human, Imperial Nobility, Lizardmen, Necromantic Horror, Nurgle, Ogre, Old World Alliance, Orc, Shambling Undead, Skaven, Snotling, Underworld Denizens, Wood Elf, Amazon, Chaos Dwarf, High Elf, Norse, Tomb Kings, Vampire, Daemons of Khorne, Slann | STAR PLAYERS | Common | 0-2 | GW20 | Any | varies |
You can find a detailed <a href="/starplayers.php" style="font-weight:700; margin-right:0 !important">list of available Star Players here</a>.<br>
Star Players may not take the number of players
in the team to more than 16. However, players that are
missing the game due to injury do not count towards the
number of players on the team, so they are not counted
when working out how many Star Players a team can have.<br>
It is possible for both teams to hire the services of the
same Star Player:
<ul>
<li>If this happens during a game that is part of a league,
neither team can field the Star Player but the Star
Player will keep both hiring fees.</li>
<li>If this happens during exhibition play, both teams
can field the Star Player – one team has clearly hired
a ringer!</li>
</ul>
Star Players do not earn Star Player points and
cannot be awarded the MVP for the game. Star Players
can never gain advancements.
|
|---|
| Black Orc, Goblin, Ogre, Orc, Snotling, Chaos Dwarf | WAAAGH! DRUMMER | Common | 0-1 | GW20 (DZ) | Badlands Brawl | 50,000 |
At the start of each drive, after the Kick-off event has
been resolved but before the ball itself lands, roll 3D6.
For each roll of a 4+, one player on the opposing team
can be pushed back one square towards their own End
Zone, exactly as if a Push Back block dice result had been
applied against them. The same player can be pushed
back more than once by this Inducement.
|
|---|
| Nurgle | CAVORTING NURGLINGS | Common | 0-3 | GW20 (DZ) | Favoured of Nurgle | 30,000 |
At the beginning of the game, a team may increase its
Fan Factor by +1 for each swarm of Cavorting Nurglings
it has Induced. In addition, for the duration of this game,
a team may increase its number of cheerleaders by the
number of Cavorting Nurglings Induced.
|
|---|
| Dwarf, Chaos Dwarf, Dwarf, Halfling, Human, Imperial Nobility, Ogre, Old World Alliance, Norse | DWARFEN RUNESMITH | Common | 0-1 | GW20 (DZ) | Old World Classic, Worlds Edge Superleague | 50,000 |
During each Start of Drive sequence, after Step 2 but
before Step 3, you can select a single player on your team
that is currently on the pitch that does not have the Loner
(X+) trait and choose one of the following runes. Then roll
a D6:
<ul>
<li>On a roll of 4+, the rune takes effect, but you cannot
attempt to use the Runesmith again at the start of a
later drive.</li>
<li>On a roll of 2 or 3, the rune does not work, but you can
attempt to use the Runesmith again at the start of a
later drive.</li>
<li>On a roll of 1, the rune does not work, and you cannot
attempt to use the Runesmith again at the start of a
later drive.</li>
</ul>
<b>DWARFEN RUNES</b><br>
<u>Rune of Might</u><br>Until the end of this drive, the chosen
player gains the Mighty Blow (+1) skill.<br>
<u>Rune of Fury</u><br>Until the end of this drive, the chosen
player gains both the Dauntless and Frenzy skills.<br>
<u>Rune of Speed</u><br>Until the end of this drive, the chosen
player gains both the Sprint and Sure Feet skills.<br>
<u>Rune of Iron</u><br>Until the end of this drive, the chosen
player’s Armour Value is increased by 1 (to a maximum of 11+) and they gain the Stand Firm skill.<br>
<u>Rune of Impact</u><br>Until the end of this drive, the chosen player gains both the Juggernaut and Horns skills.
|
|---|
| Dwarf, Chaos Dwarf, Dwarf, Halfling, Human, Imperial Nobility, Ogre, Old World Alliance, Norse, Halfling | HALFLING HOT POT | Common | 0-1 | GW20 (DZ) | Old World Classic, Halfling Thimble Cup | 80,000<br>60,000* |
A Hot Pot can be used once per game, launching a
cauldron of piping-hot stew onto the opposition. The Hot
Pot may be used immediately after any of the opposition’s
team turns has ended. Choose a target square anywhere
on the pitch and roll a D6:
<ul>
<li>On a roll of 6, the shot is on target.</li>
<li>On a roll of 2-5, the shot is off target – the target
square is moved D3 squares in a direction determined
by rolling a D8 and referring to the Random
Direction template.</li>
<li>On a roll of 1, something has gone horribly wrong
and the Hot Pot has misfired in the team dugout.
D3 randomly selected players in the Reserves box
immediately become KO’d and moved to the Knockedout
box.</li>
</ul>
A player in the target square is automatically hit by the
Hot Pot itself. If a Standing player is hit, they are Knocked
Down. If a Prone or Stunned player is hit, an Armour roll
is made against them. In either case, you may apply a
+2 modifier to either the Armour roll or Injury roll. This
modifier may be applied after the roll has been made.
Additionally, roll a D6 for each Standing player (from either
team) that is in a square adjacent to the target square:
<ul>
<li>On a roll of 4+, the player has been hit by the mess of
stew that showers out of the Hot Pot.</li>
<li>On a roll of 1-3, the player manages to avoid being hit.
Any Standing player hit in this way is Placed Prone.</li>
</ul>
<i>*60,000 GOLD PIECES FOR TEAMS WITH THE
'HALFLING THIMBLE CUP' SPECIAL RULE.</i>
|
|---|
| Dwarf, Chaos Dwarf, Dwarf, Halfling, Human, Imperial Nobility, Ogre, Old World Alliance, Norse, Halfling | MASTER OF BALLISTICS | Common | 0-1 | GW20 (DZ) | Old World Classic, Halfling Thimble Cup | 40,000<br>30,000* |
During Step 2 of every Start of Drive sequence, the Master of Ballistics can attempt to advise the kicker. After placing the ball but before rolling for deviation, roll a D3 on the table opposite:
<ul>
<li><b>1 Complete Misunderstanding:</b> The kicker
has rather missed the point, and the kick-off
deviates as normal.</li>
<li><b>2 Interesting Theory...</b> The Master of Ballistics
becomes side-tracked explaining the theory and
runs out of time before the whistle. The distance
the ball deviates is reduced by one square, from
D6 squares to D6-1 squares (meaning there is a
chance it won’t deviate at all if a 1 is rolled).</li>
<li><b>3 Successful Practical Application:</b> By Nuffle,
the kicker’s grasped it! After rolling the dice for
deviation, the kicking team’s coach can choose
to modify the roll of either the D6 or the D8 by
+1 or +2, or -1 or -2 as they wish, to a minimum
of 1, and a maximum of 6 (for the D6) and 8
(for the D8).</li>
</ul>
<i>*30,000 GOLD PIECES FOR TEAMS WITH THE
'HALFLING THIMBLE CUP' SPECIAL RULE.</i>
|
|---|
| Snotling, Goblin, Halfling, Ogre | BOTTLES OF HEADY BREW | Common | 0-3 | GW20 (DZ) | Any belonging to Tear 3 | 40,000 |
At the start of a drive, after both teams have been set
up but before the kick-off (between Step 1 and Step 2),
randomly select D3 players with the Stunty trait that are
currently set up on the pitch. For the remainder of this
drive, those players gain the Dauntless and Frenzy skills
and the Really Stupid (4+) trait.
|
|---|
| Black Orc, Chaos Chosen, Chaos Renegade, Dark Elf, Dwarf, Elven Union, Goblin, Halfling, Human, Imperial Nobility, Lizardmen, Necromantic Horror, Nurgle, Ogre, Old World Alliance, Orc, Shambling Undead, Skaven, Snotling, Underworld Denizens, Wood Elf, Amazon, Chaos Dwarf, High Elf, Norse, Tomb Kings, Vampire, Daemons of Khorne, Slann | TEAM MASCOT | Common | 0-1 | GW20 (DZ) | Any | 30,000 |
A team that includes a Team Mascot gains an extra team
re-roll (a suitable model should be placed on your team reroll
tracker). However, to use the Team Mascot re-roll you
must first roll a D6:
<ul>
<li>On a roll of 1-4, the Team Mascot proves ineffective
and, pelted by food wrappers and worse, retreats to
the locker room. The Team Mascot re-roll is lost for this
half of the game. However, you may use a normal team
re-roll instead.</li>
<li>On a roll of 5+, the Team Mascot re-roll can be used,
just like a normal team re-roll.</li>
</ul>
|
|---|
| Black Orc, Chaos Chosen, Chaos Renegade, Dark Elf, Dwarf, Elven Union, Goblin, Halfling, Human, Imperial Nobility, Lizardmen, Necromantic Horror, Nurgle, Ogre, Old World Alliance, Orc, Shambling Undead, Skaven, Snotling, Underworld Denizens, Wood Elf, Amazon, Chaos Dwarf, High Elf, Norse, Tomb Kings, Vampire, Daemons of Khorne, Slann | MEDICINAL UNGUENT | Common | 0-1 | GW20 (DZ) | Any | 60,000 |
Should a player on your team be removed from play
having suffered a 10-12, Serious Injury result on the
Casualty table, after any other attempts to heal that
player have been made and have failed, you may use this
Inducement. The player is immediately removed from
the Casualty box and placed in the Reserves box of your
dugout, having been miraculously healed by the liberal
application of something that smells extremely suspicious.
However, at the end of this game, the result of the
Casualty roll is applied as normal.
|
|---|
| Black Orc, Chaos Chosen, Chaos Renegade, Dark Elf, Dwarf, Elven Union, Goblin, Halfling, Human, Imperial Nobility, Lizardmen, Necromantic Horror, Nurgle, Ogre, Old World Alliance, Orc, Shambling Undead, Skaven, Snotling, Underworld Denizens, Wood Elf, Amazon, Chaos Dwarf, High Elf, Norse, Tomb Kings, Vampire, Daemons of Khorne, Slann | SIDE BET | Common | 0-1 | GW20 (DZ) | Any | PRICE VARIES |
After Step 4, but before Step 5 of the pre-game
sequence, you may place a bet of between 10,000 and
100,000 gold pieces that your team will win the game.
Simply inform your opponent that the bet has been
placed, and how much you are betting. Should your team
win the game, you will receive double your stake back
during Step 1 of the post-game sequence (for example, if
you bet 20,000 gold pieces that your team would win, you
will win 40,000 gold pieces if it does win).
If, however, your team loses, the stake is lost (such is
the risk of gambling)!
|
|---|
| Black Orc, Chaos Chosen, Chaos Renegade, Dark Elf, Dwarf, Elven Union, Goblin, Halfling, Human, Imperial Nobility, Lizardmen, Necromantic Horror, Nurgle, Ogre, Old World Alliance, Orc, Shambling Undead, Skaven, Snotling, Underworld Denizens, Wood Elf, Amazon, Chaos Dwarf, High Elf, Norse, Tomb Kings, Vampire, Daemons of Khorne, Slann | Ancient Artefact | Common | 0-1 | GW20 | Any | 50,000 |
Once per game, at the start of any friendly team turn, the head coach of a team with an Ancient Artefact can attempt to harness whatever power might be stored within the treasure.
They then roll a D6 and consult the chart below:
<br><br>
<b>D6 RESULTS TABLE:</b><br>
<ul>
<li><b>1: </b>The item carries a curse or similarly foul incantation.
Randomly select a player on your team from among those on the pitch. The selected player is immediately placed in the Knocked-out box of their team's dugout; this will not cause a turnover, even if that plaver has the ball.</li>
<li><b>2-5: </b>This item is little more than a trinket, but a seemingly lucky one at that! The team immediately gains a team re-roll until the end of the current half.</li>
<li><b>6: </b>This artefact clearly possesses a powerful healing aura. Choose one player in either your Knocked-out box or Casualty box (with the exception of a player that is Dead or Sent-off). The chosen player immediately makes a full recovery and is placed in the Reserves box. If there are no players in either your Knocked-out box or Casualty box, treat the roll as a 2-5 instead.</li>
</ul>
|
|---|
| Black Orc, Chaos Chosen, Chaos Renegade, Dark Elf, Dwarf, Elven Union, Goblin, Halfling, Human, Imperial Nobility, Lizardmen, Necromantic Horror, Nurgle, Ogre, Old World Alliance, Orc, Shambling Undead, Skaven, Snotling, Underworld Denizens, Wood Elf, Amazon, Chaos Dwarf, High Elf, Norse, Tomb Kings, Vampire, Daemons of Khorne, Slann | JOSEF BUGMAN | 0-2 (in)famous coaching staff | 0-1 | GW20 | Any | 100,000 |
<b>BUGMAN’S XXXXXX</b><br>
When rolling to see if Knocked-out players recover, rolls of a 1 can be re-rolled.<br>
<b>KEEN PLAYER</b><br>
If Bugman’s team cannot set up 11 players at the
start of a drive, Bugman may decide to join in himself!
You can choose to set him up as part of your team.
If you do so, he counts as part of the team for the
duration of the drive. When the drive ends, Bugman
is Sent-off for committing a Foul and has no further
effect on the game – he cannot be used in a later
drive. The Bugman’s XXXXXX, however, is not lost.
<div class="d-flex text-center mt-2" style="width:100%;">
<div class="p-2 flex-fill"><b>MA</b><br>5</div>
<div class="p-2 flex-fill"><b>ST</b><br>3</div>
<div class="p-2 flex-fill"><b>AG</b><br>3+</div>
<div class="p-2 flex-fill"><b>PA</b><br>6+</div>
<div class="p-2 flex-fill"><b>AV</b><br>9+</div>
<div class="p-2 flex-fill"><b>Skills</b><br>Loner (5+), Tackle, Thick Skull, Wrestle</div>
</div>
|
|---|
| Dark Elf, Elven Union, High Elf, Wood Elf, Lizardmen, Amazon, Norse, Slann, Dwarf, Halfling, Human, Imperial Nobility, Ogre, Old World Alliance, Norse, Dwarf, Chaos Dwarf | KARI COLDSTEEL | 0-2 (in)famous coaching staff | 0-1 | GW20 (DZ) | Elven Kingdom League, Lustrian Superleague, Old World Classic, Worlds Edge Superleague | 50,000 |
<b>IF YOU WANT A JOB DONE…</b><br>
Kari counts as two Temp Agency Cheerleaders. In addition,
if her team cannot set up 11 players at the start of a
drive, Kari may decide to “show ‘em how it’s done!”.
Her team’s coach can choose to set her up as part of
the team. If they do so, she counts as part of the team
for the duration of the drive, and no longer counts as two
Temp Agency Cheerleaders. When the drive ends, Kari
is Sent-off. You cannot Argue the Call or use a Bribe to
prevent this. She will play no further part in the game –
she does not count as any Temp Agency Cheerleaders,
and she cannot be used in a later drive.
<div class="d-flex text-center mt-2" style="width:100%;">
<div class="p-2 flex-fill"><b>MA</b><br>6</div>
<div class="p-2 flex-fill"><b>ST</b><br>2</div>
<div class="p-2 flex-fill"><b>AG</b><br>3+</div>
<div class="p-2 flex-fill"><b>PA</b><br>5+</div>
<div class="p-2 flex-fill"><b>AV</b><br>8+</div>
<div class="p-2 flex-fill"><b>Skills</b><br>Block, Dauntless, Frenzy, Loner (4+)</div>
</div>
|
|---|
| Chaos Chosen, Chaos Renegade, Nurgle, Chaos Dwarf, Daemons of Khorne, Goblin, Skaven, Snotling, Underworld Denizens, Norse | PAPA SKULLBONES | 0-2 (in)famous coaching staff | 0-1 | GW20 (DZ) | Favoured Of..., Underworld Challenge | 80,000 |
<b>BY THE POWER OF THE GODS!</b><br>
At the start of each drive, after the teams have been set
up but before the kick-off, Papa Skullbones can attempt
to bless one player on his team (not a Mercenary or Star
Player) with the power of the Chaos gods. Choose a player
on your team from among those on the pitch, and roll a
D8 on the table below. Any Skills gained are kept until the
end of the drive; if the player already has both Skills, “By
the Power of the Gods!” has no effect on them. A player
cannot be chosen if a roll has already been made for them
during this game.<br><br>
<b>D8 RESULTS TABLE:</b><br>
<ol>
<li><b>Unworthy:</b> The player is struck down.
The player is immediately removed from play
and placed in the Knocked-out box of their
team dugout.</li>
<li><b>Overlooked:</b> The chosen player is overlooked by
the fickle gods. Randomly select another player
from the same team, excluding players not on
the pitch and players for whom a roll on this
table has already been made, and roll on this
table again.</li>
<li><b>Freakish Proportions:</b> The player gains the Big
Hand and Very Long Legs skills.</li>
<li><b>Grasping Tendrils:</b> The player gains the
Tentacles and Prehensile Tail skills.</li>
<li><b>Horrific Visage:</b> The player gains the Disturbing
Presence and Foul Appearance skills.</li>
<li><b>Grisly Bifurcation:</b> The player gains the Extra
Arms and Two Heads skills.</li>
<li><b>Thorny Protrusions:</b> The player gains the Claws
and Horns skills.</li>
<li><b>Favour of the Gods:</b> The player gains
two Skills of your choice, chosen from the
Mutations category.</li>
</ol>
|
|---|
| Dark Elf, Elven Union, High Elf, Wood Elf | GALANDRIL SILVERWATER | 0-2 (in)famous coaching staff | 0-1 | GW20 (DZ) | Elven Kingdom League | 40,000 |
<b>GO TEAM!</b><br>
Each time Galandril’s team rolls Cheering Fans on
the Kick-off Event table, add D3 to the number of
cheerleaders the team has – if the team does not have
any cheerleaders, it counts as having one. In addition,
each time Galandril’s team makes a roll on the Prayers to
Nuffle table, if a natural 15 or 16 is rolled on the D16
(or, if a D8 is being rolled as in exhibition play, if
a natural 8 is rolled), the team gains an
additional team re-roll.
|
|---|
| KROT SHOCKWHISKER | 0-2 (in)famous coaching staff | 0-1 | GW20 (DZ) | Underworld Challenge | 70,000 |
<b>A NEW PLAYTHI… ER, PATIENT!</b><br>
Once per game, during Step 2 of the End of Drive
sequence, Krot can experiment on a player who has
been removed from play as a Casualty, in an attempt to
get them back out there. Choose a player that is in the
Casualty box of Krot’s team dugout (not a Mercenary or a
Star Player). This may even be a player that has suffered
a Casualty table result of 15-16, DEAD. Roll a D6 on the
table opposite and apply the result to the chosen player:
<ul>
<li><b>1 There Were… Complications:</b> The player’s
condition has worsened. The coach of the
opposing team rolls on the Casualty table
to determine exactly what has happened to
the player. The result of this roll is applied
immediately, in addition to any other Casualty
table results already applied. Note that multiple
Miss Next Game results do not stack.
<li><b>2-3 Useless Flesh-thing!</b> Krot’s tinkering has
no effect and the player remains in the
Casualty box.</li>
<li><b>4-5 Flawed Execution:</b> The player is returned to the
Reserves box and can be set up with the rest of
the team. However, until the end of the next drive,
they gain the Really Stupid (4+) trait.
If they already have the Really Stupid (4+) trait,
it is replaced with the Really Stupid (5+) trait. At
the end of this drive, the player is returned to the
Casualty box, where the effects of the Casualty
roll that was previously made against them are
applied as normal.</li>
<li><b>6 Witness Perfection!</b> The player is returned to
the Reserves box and can be set up with the rest
of the team. At the end of this drive, the player is
returned to the Casualty box, where the effects
of the Casualty roll that was previously made
against them are applied as normal.</li>
</ul>
|
|---|
| Black Orc, Chaos Chosen, Chaos Renegade, Dark Elf, Dwarf, Elven Union, Goblin, Halfling, Human, Imperial Nobility, Lizardmen, Necromantic Horror, Nurgle, Ogre, Old World Alliance, Orc, Shambling Undead, Skaven, Snotling, Underworld Denizens, Wood Elf, Amazon, Chaos Dwarf, High Elf, Norse, Tomb Kings, Vampire, Daemons of Khorne, Slann | AYLEEN ANDAR | 0-2 (in)famous coaching staff | 0-1 | GW20 (DZ) | Any | 100,000 |
<b>THIS KID HAS REAL POTENTIAL!</b><br>
If your team took on any Journeymen during Step 3 of the pre-game
sequence, Ayleen will ensure that they are the best, and all are
eager to impress!<br>
<span class="faq">Roll a D6 for each, applying a -1 modifier to the roll for each
Journeyman taken on after the first:</span><br>
<ul>
<li>On a roll of 1 or less, the Journeyman is a team player, but
doesn’t show any particular talent. The Journeyman loses the
Loner (4+) trait.</li>
<li>On a roll of 2-5, the Journeyman has some potential.
The Journeyman gains a single randomly selected Skill from
one of their Primary skill categories.</li>
<li>On a roll of 6, Ayleen has produced a player with real star
quality! The Journeyman gains two randomly selected Skills
from one of their Primary skill categories.</li>
</ul>
Each Journeyman counts towards CTV as normal; their
value does not increase for any Skills they may have.
Journeymen provided by Ayleen may be permanently hired
during Step 4 of the post-game sequence as normal, but
doing so will cost an additional 10,000 gold pieces per Skill.
|
|---|
| Necromantic Horror, Shambling Undead, Tomb King, Vampire | PROFESSOR FRÖNKELHEIM | 0-2 (in)famous coaching staff | 0-1 | GW20 (DZ) | Sylvanian Spotlight | 130,000 |
<b>HAVE YOU THOUGHT ABOUT AN UPGRADE?</b><br>
During the pre-game sequence, after Step 4 but before
Step 5, randomly select D3 players on your team that are
eligible to play during this game. These players have been
modified by the professor.<br>
Until the end of this game, each selected player gains
a single randomly selected Skill from the Mutations
category. However, at the start of Step 3 of the post-game
sequence, roll a D6 for each of these players (unless they
suffered, and did not recover from, a Casualty table result
of 15-16, DEAD during the game):
<ul>
<li>On a roll of 1, the experiment proves a bit of a
failure, really. The player immediately loses the Skill.
In addition, the player must miss the next game,
exactly as if they had suffered a Casualty table result
of 7-9, Seriously Hurt, during this game.
</li><li>On a roll of 2-5, the experiment proved only a shortlived
success. The player immediately loses the Skill.
</li><li>On a roll of 6, the professor’s experiments have proven
a total success! The player retains the Skill without
having to spend any SPP (note that you must adjust
their Current Value accordingly, as if the player had
randomly selected a Secondary skill).</li>
</ul>
|
|---|
| Goblin, Skaven, Snotling, Underworld Denizens, Black Orc, Goblin, Ogre, Orc, Snotling, Chaos Dwarf, Dwarf, Halfling, Human, Imperial Nobility, Ogre, Old World Alliance, Norse | MUNGO SPINECRACKER | 0-2 (in)famous coaching staff | 0-1 | GW20 (DZ) | Badlands Brawl, Old World Classic, Underworld Challenge | 80,000 |
<b>I’M FINE THANKS, MUNGO!</b><br>
Whenever a player on your team suffers an Injury result of
8-9, KO’d (or of 7-8, KO’d on the Stunty Injury table), you
may roll a D6 before removing them from play:
<ul>
<li>On a roll of 1, the player’s protestations fall upon
deaf ears and Mungo ‘treats’ his patient. The player
becomes a casualty and is immediately removed from
play and placed in the Casualty box of their team
dugout. No Casualty roll is made. Instead, a Badly Hurt
result is automatically applied against them.</li>
<li>On a roll of 2-4, the player is badly pummelled but
suffers neither lasting harm nor noticeable benefit.
The player is removed from play and placed in the
Knocked-out box of your team dugout as normal.</li>
<li>On a roll of 5 or 6, the player regains their senses
remarkably quickly and is able to fend off the
ministrations of the Orc. The player remains on the
pitch and becomes Stunned.</li>
</ul>
|
|---|
| Goblin, Skaven, Snotling, Underworld Denizens, Black Orc, Goblin, Ogre, Orc, Snotling, Chaos Dwarf | FINK DA FIXER | 0-2 (in)famous coaching staff | 0-1 | GW20 (DZ) | Badlands Brawl, Underworld Challenge | 90,000 |
<b>YOU GOT IT, BOSS!</b><br>
Once per game, when your team uses a Bribe, you may
re-roll the D6 to see if the Bribe is effective. In addition,
when rolling on the Argue the Call table, a coach who has
hired Fink treats a roll of 5 or 6 as a “Well, When You Put
It Like That…” result and a roll of 2-4 as an “I Don’t Care!”
result. However, on a “You’re Outta Here!” result, Fink is
Sent-off along with the coach and will play no further part
in the game.
|
|---|
| Black Orc, Chaos Chosen, Chaos Renegade, Dark Elf, Dwarf, Elven Union, Goblin, Halfling, Human, Imperial Nobility, Lizardmen, Necromantic Horror, Nurgle, Ogre, Old World Alliance, Orc, Shambling Undead, Skaven, Snotling, Underworld Denizens, Wood Elf, Amazon, Chaos Dwarf, High Elf, Norse, Tomb Kings, Vampire, Daemons of Khorne, Slann | SCHIELUND SCHARLITAN | 0-2 (in)famous coaching staff | 0-1 | GW20 (DZ) | Any | 90,000 |
<b>I’LL MAKE YOU A STAR!</b><br>
During the pre-game sequence, after Step 4 but before
Step 5, randomly select D3 players on your team that are
eligible to play during this game. These players have been
approached by Scharlitan, and his interest is having a
noticeable effect on their attitude!<br>
Until the end of this game, each selected player gains the
Pro skill. However, at the start of Step 3 of the post-game
sequence, roll a D6 for each of these players (unless they
suffered, and did not recover from, a Casualty table result
of 15-16, DEAD during the game):
<ul>
<li>On a roll of 1, that player has begun to act like they
are the next big thing. The agent tires of his client and
drops them, but the exposure has gone to their head.
The player gains the Loner (2+) trait.</li>
<li>On a roll of 2-5, the agent simply drops the player from
his books. They might be disappointed, but they’ll get
over it.</li>
<li>On a roll of 6, the agent tires of his client and drops
them, but the exposure has been good for them. The
player permanently retains the Pro skill without having
to spend any SPP (note that you must adjust their
Current Value accordingly, as if the player had chosen
a Primary skill).</li>
</ul>
|
|---|
| Black Orc, Chaos Chosen, Chaos Renegade, Dark Elf, Dwarf, Elven Union, Goblin, Halfling, Human, Imperial Nobility, Lizardmen, Necromantic Horror, Nurgle, Ogre, Old World Alliance, Orc, Shambling Undead, Skaven, Snotling, Underworld Denizens, Wood Elf, Amazon, Chaos Dwarf, High Elf, Norse, Tomb Kings, Vampire, Daemons of Khorne, Slann | HIRELING SPORTS-WIZARD | 0-1 Wizard | 0-1 | GW20 | Any | 150,000 |
Once per game, a Hireling Sports-Wizard may cast one of the following spells:<br><br>
<b>FIREBALL</b><br>
<span class="faq">You may cast this spell at the end of either player's team turn, before the next team turn begins.</span> Choose a target square anywhere on
the pitch and roll a D6 for each Standing player (from either team) that
occupies either the target square or a square adjacent to it:
<ul>
<li>On a roll of 4+, the player has been hit by the Fireball.</li>
<li>On a roll of 1-3, the player manages to avoid the Fireball.</li>
</ul>
Any Standing players hit by the Fireball are Knocked Down. When a
player is Knocked Down by a Fireball, you may apply a +1 modifier to either
the Armour roll or Injury roll. This modifier may be applied after the roll has
been made.<br><br>
<b>ZAP!</b><br>
You may cast this spell either at the start of any of the opposition’s team
turns, before any player is activated, or immediately after any of the
opposition’s team turns has ended. Target any opposition player and roll
a D6:
<ul>
<li>If the roll is equal to or higher than the player’s Strength characteristic,
or is a natural 6, that player turns into a frog for the remainder of the
drive, after which their coach will secure emergency magical assistance
to turn the player back into their original form.</li>
<li>If the roll is lower than the player’s Strength characteristic, the player
develops a fresh crop of warts, but the spell has no further effect.</li>
</ul>
If the player was in possession of the ball when they were turned
into a frog, it is dropped and will bounce. When a roll on the Casualty table
is required against the frog, no roll is made. Instead, it is automatically
treated as if a Badly Hurt result had been rolled. The frog must miss the
rest of the game and cannot be patched-up by an apothecary (because it's
a frog!). At the end of the game, the player is returned to normal shape with
no ill effects.<br>
The frog has the following profile:
<div class="d-flex text-center mt-2" style="width:100%;">
<div class="p-2 flex-fill"><b>MA</b><br>5</div>
<div class="p-2 flex-fill"><b>ST</b><br>1</div>
<div class="p-2 flex-fill"><b>AG</b><br>2+</div>
<div class="p-2 flex-fill"><b>PA</b><br>-</div>
<div class="p-2 flex-fill"><b>AV</b><br>5+</div>
<div class="p-2 flex-fill"><b>Skills</b><br>Dodge, Leap, No Hands, Stunty, Titchy, Very Long Legs</div>
</div>
</i>
|
|---|
| Goblin, Skaven, Snotling, Underworld Denizens, Chaos Chosen, Chaos Renegade, Nurgle, Chaos Dwarf, Daemons of Khorne, Norse | CHAOS SORCERER | 0-1 Wizard | 0-1 | GW20 (DZ) | Favoured Of..., Underworld Challenge | 150,000 |
Once per game, a Wizard may cast one of the following spells:<br><br>
<b>THUNDERBOLT</b><br>
<span class="faq">You may cast this spell at the end of either player's team turn, before the next team turn begins.</span> Target any Standing opposition player
anywhere on the pitch, and roll a D6:
<ul>
<li>On a roll of 3+, the player has been hit by
the Thunderbolt.</li>
<li>On a roll of 1 or 2, the player manages to duck
or dodge the attack.</li>
</ul>
A Standing player hit by a Thunderbolt is
Knocked Down. When a player is Knocked Down by a
Thunderbolt, you may apply a +1 modifier to either
the Armour roll or Injury roll. This modifier may be
applied after the roll has been made.<br><br>
<b>RAMPANT MUTATION</b><br>
You may cast this spell at the start of any of the
opposition’s team turns. Choose a player on your team
from among those on the pitch, and roll a D6:
<ul>
<li>On a roll of 2+, until the end of this drive that player
gains two Mutation skills of your choice.</li>
<li>On a roll of 1, the player becomes a writhing mass
of flesh as raw chaos energy flows through them
momentarily. The player gains the Disturbing Presence
skill until the end of this drive.</li>
</ul>
|
|---|
| Dark Elf, Elven Union, High Elf, Wood Elf, Chaos Chosen, Chaos Renegade, Nurgle, Chaos Dwarf, Daemons of Khorne, Norse | DRUCHII SPORTS SORCERESS | 0-1 Wizard | 0-1 | GW20 (DZ) | Favoured Of..., Elven Kingdom League | 150,000 |
Once per game, a Wizard may cast one of the following spells:<br><br>
<b>THUNDERBOLT</b><br>
<span class="faq">You may cast this spell at the end of either player's team turn, before the next team turn begins.</span> Target any Standing opposition player
anywhere on the pitch, and roll a D6:
<ul>
<li>On a roll of 3+, the player has been hit by
the Thunderbolt.</li>
<li>On a roll of 1 or 2, the player manages to duck
or dodge the attack.</li>
</ul>
A Standing player hit by a Thunderbolt is
Knocked Down. When a player is Knocked Down by a
Thunderbolt, you may apply a +1 modifier to either
the Armour roll or Injury roll. This modifier may be
applied after the roll has been made.<br><br>
<b>ONE THOUSAND CUTS</b><br>
You may cast this spell at the start of any of the opposition’s team turns, before
any player is activated. Target any opposition player anywhere on the pitch, and
roll a D6:
<ul>
<li>On a roll of 3+, the player is hit by a swirling storm of incorporeal
dark magic.</li>
<li>On a roll of 1 or 2, the magic engulfs the player briefly before the spell
dissipates harmlessly.</li>
</ul>
Until the end of this drive, the MA, ST, and AG characteristics of a player hit
by One Thousand Cuts are reduced by 1.
|
|---|
| Dark Elf, Elven Union, High Elf, Wood Elf | ASUR HIGH MAGE | 0-1 Wizard | 0-1 | GW20 (DZ) | Elven Kingdom League | 150,000 |
Once per game, a Wizard may cast one of the following spells:<br><br>
<b>TEMPORAL DISTORTION</b><br>
You may cast this spell immediately after any of the
opposition’s team turns has ended. Both turn markers must move in the
same direction. Declare whether you wish to move the
turn markers forwards one space or backwards one space
and roll a D6:
<ul>
<li>On a roll of 5+, the spell is successful and the turn
markers are moved.</li>
<li>On a roll of 1-4, the stadium fills with light and the
strangely localised effects cause the High Mage to
rapidly age or become unexpectedly more youthful, but
otherwise the spell has no effect.</li>
</ul>
<b>THUNDERBOLT</b><br>
<span class="faq">You may cast this spell at the end of either player's team turn, before the next team turn begins.</span> Target any Standing opposition player
anywhere on the pitch, and roll a D6:
<ul>
<li>On a roll of 3+, the player has been hit by
the Thunderbolt.</li>
<li>On a roll of 1 or 2, the player manages to duck
or dodge the attack.</li>
</ul>
A Standing player hit by a Thunderbolt is
Knocked Down. When a player is Knocked Down by a
Thunderbolt, you may apply a +1 modifier to either
the Armour roll or Injury roll. This modifier may be
applied after the roll has been made.
|
|---|
| Lizardmen, Amazon, Slann | SLANN MAGE-PRIEST | 0-1 Wizard | 0-1 | GW20 (DZ) | Lustrian Superleague | 200,000 |
Once per game, a Wizard may cast one of the following spells:<br><br>
<b>TEMPORAL DISTORTION</b><br>
You may cast this spell immediately after any of the
opposition’s team turns has ended. Both turn markers must move in the
same direction. Declare whether you wish to move the
turn markers forwards one space or backwards one space
and roll a D6:
<ul>
<li>On a roll of 5+, the spell is successful and the turn
markers are moved.</li>
<li>On a roll of 1-4, the stadium fills with light and the
strangely localised effects cause the High Mage to
rapidly age or become unexpectedly more youthful, but
otherwise the spell has no effect.</li>
</ul>
<b>TECTONIC SHIFT</b><br>
<span class="faq">You may cast this spell at the end of either player's team turn, before the next team turn begins.</span>
For the duration of this team turn, there is a -1 modifier
applied to the dice roll every time an opposition player
attempts to Rush.
Note that this modifier applies alongside any other
modifiers that apply to attempts to Rush.<br><br>
<b>REALITY BLINKS</b><br>
<span class="faq">You may cast this spell at the end of either player's team turn, before the next team turn begins.</span> Choose two Standing players from your team
that do not have the Loner (X+) trait and that are not in
possession of the ball from among those on the pitch, and
roll a D6:
<ul>
<li>On a roll of 3+, these two players immediately
switch places.</li>
<li>On a roll of 1 or 2, the players become slightly
transparent as they waver between realities! Until the
start of your next team turn, these two players lose
their Tackle Zone and gain the No Hands trait.</li>
</ul>
|
|---|
| Nurgle, Goblin, Skaven, Snotling, Underworld Denizens | HORTICULTURALIST OF NURGLE | 0-1 Wizard | 0-1 | GW20 (DZ) | Favoured of Nurgle, Underworld Challenge | 150,000 |
Once per game, a Wizard may cast one of the following spells:<br><br>
<b>VIGOROUS GROWTH</b><br>
<span class="faq">You may cast this spell at the end of either player's team turn, before the next team turn begins.</span>
For the duration of this team turn, there is a -2 modifier
applied to the dice roll every time an opposition player
attempts to Rush.
Note that this modifier applies alongside any other
modifiers that apply to attempts to Rush.<br><br>
<b>STRANGE FLORA</b><br>
Choose an empty target square anywhere on the pitch and nominate D3 Standing opposition players that are within two squares of the target square. Roll a D6 for each nominated player:<br/>
<ul>
<li>On a roll of 3+, the player is unexpectedly attacked by
daemonic plants of prodigious size that erupt from the
loamy earth before rapidly rotting away to nothing.</li>
<li>On a roll of 1 or 2, the player manages to duck and
avoid the attacking flora.</li>
</ul>
Any Standing players hit by Strange Flora are Knocked
Down. When a player is Knocked Down by Strange Flora,
you may apply a +1 modifier to either the Armour roll or
Injury roll. This modifier may be applied after the roll has
been made.
|
|---|
| Necromantic Horror, Shambling Undead, Tomb King, Vampire | SPORTS NECROTHEURGE | 0-1 Wizard | 0-1 | GW20 (DZ) | Sylvanian Spotlight | 150,000 |
Once per game, a Wizard may cast one of the following spells:<br><br>
<b>INCORPOREAL</b><br>
<span class="faq">You may cast this spell at the end of either player's team turn, before the next team turn begins.</span>
Target any Standing opposition player anywhere on the
pitch, and roll a D6:
<ul>
<li>On a roll of 3+, the player is hit and becomes
strangely incorporeal!</li>
<li>On a roll of 1 or 2, the player briefly becomes eerily
luminous, before the spell dissipates harmlessly.</li>
</ul>
A player hit by Incorporeal gains the No Hands trait
and, if they are in possession of the ball, will immediately
drop it, causing it to bounce. Additionally, the player loses
their Tackle Zone. The effects of Incorporeal last until the
start of the opposition’s next team turn.<br><br>
<b>VANHALABLE’S DANSE MACABRE</b><br>
You may cast this spell immediately after any of the
opposition’s team turns has ended. Roll a D6:
<ul>
<li>On a roll of 3+, your players are suffused with dark
vitality. During this team turn, each Lineman positional
player on your team that is currently on the pitch
(including Journeymen) may improve either their MA,
AG or PA by 1. You may choose which of these three
bonuses each affected player gains when that player
is activated.</li>
<li>On a roll of 1 or 2, the sky darkens and the players
jerk and spasm furiously, but the spell has no
further effect.</li>
</ul>
|
|---|
| Dwarf, Halfling, Human, Imperial Nobility, Ogre, Old World Alliance, Norse, Necromantic Horror, Shambling Undead, Tomb King, Vampire, Goblin, Skaven, Snotling, Underworld Denizens | WICKED WITCH | 0-1 Wizard | 0-1 | GW20 (DZ) | Old World Classic, Sylvanian Spotlight, Underworld Challenge | 150,000 |
Once per game, a Wizard may cast one of the following spells:<br><br>
<b>ZAP!</b><br>
You may cast this spell either at the start of any of the opposition’s team
turns, before any player is activated, or immediately after any of the
opposition’s team turns has ended. Target any opposition player and roll
a D6:
<ul>
<li>If the roll is equal to or higher than the player’s Strength characteristic,
or is a natural 6, that player turns into a frog for the remainder of the
drive, after which their coach will secure emergency magical assistance
to turn the player back into their original form.</li>
<li>If the roll is lower than the player’s Strength characteristic, the player
develops a fresh crop of warts, but the spell has no further effect.</li>
</ul>
If the player was in possession of the ball when they were turned
into a frog, it is dropped and will bounce. When a roll on the Casualty table
is required against the frog, no roll is made. Instead, it is automatically
treated as if a Badly Hurt result had been rolled. The frog must miss the
rest of the game and cannot be patched-up by an apothecary (because it's
a frog!). At the end of the game, the player is returned to normal shape with
no ill effects.<br>
The frog has the following profile:
<div class="d-flex text-center mt-2" style="width:100%;">
<div class="p-2 flex-fill"><b>MA</b><br>5</div>
<div class="p-2 flex-fill"><b>ST</b><br>1</div>
<div class="p-2 flex-fill"><b>AG</b><br>2+</div>
<div class="p-2 flex-fill"><b>PA</b><br>-</div>
<div class="p-2 flex-fill"><b>AV</b><br>5+</div>
<div class="p-2 flex-fill"><b>Skills</b><br>Dodge, Leap, No Hands, Stunty, Titchy, Very Long Legs</div>
</div>
<b>PLAGUE OF WARTS</b><br>
<span class="faq">You may cast this spell at the end of either player's team turn, before the next team turn begins.</span>
Target any opposition player anywhere on the pitch, and
roll a D6:
<ul>
<li>On a roll of 3+, the player is hit and their skin
unexpectedly erupts into a mass of warts.</li>
<li>On a roll of 1 or 2, the player develops a few unsightly
blemishes, but is otherwise unaffected.</li>
</ul>
Until the end of this drive, the MA, ST, and AG
characteristics of a player hit by Plague of Warts are
reduced by 1. Additionally, until the end of this drive,
a player hit by Plague of Warts gains the Disturbing
Presence and Foul Appearance skills.
|
|---|
| Goblin, Skaven, Snotling, Underworld Denizens | WARLOCK ENGINEER | 0-1 Wizard | 0-1 | GW20 (DZ) | Underworld Challenge | 150,000 |
Once per game, a Wizard may cast one of the following spells:<br><br>
<b>WARP LIGHTNING</b><br>
<span class="faq">You may cast this spell at the end of either player's team turn, before the next team turn begins.</span> Choose any square that is adjacent to one of the
Sidelines to be the Warp Lightning’s starting point. The
Warp Lightning follows a path from one Sideline
to the other, moving in a straight line from
its starting point directly towards the
opposite Sideline. Roll a D6 for every
Standing player (from either team)
that occupies a square in the Warp
Lightning’s path:
<ul>
<li>On a roll of 3+, the player has been hit by the
Warp Lightning.</li>
<li>On a roll of 1 or 2, the player is lucky and the bolt
zips overhead.</li>
</ul>
Any Standing players hit by the Warp Lightning are
Knocked Down. When a player is Knocked Down by Warp
Lightning, you may apply a +1 modifier to either the
Armour roll or Injury roll. This modifier may be applied
after the roll has been made.<br>
Finally, when a player is Knocked Down by Warp
Lightning, roll a D6. On a roll of 1, the Warp Lightning
is earthed through the player. Do not roll to see if any
more players are hit. On a roll of 2+, the Warp Lightning
continues along its path, as described above.<br><br>
<b>THUNDERBOLT</b><br>
<span class="faq">You may cast this spell at the end of either player's team turn, before the next team turn begins.</span> Target any Standing opposition player
anywhere on the pitch, and roll a D6:
<ul>
<li>On a roll of 3+, the player has been hit by
the Thunderbolt.</li>
<li>On a roll of 1 or 2, the player manages to duck
or dodge the attack.</li>
</ul>
A Standing player hit by a Thunderbolt is
Knocked Down. When a player is Knocked Down by a
Thunderbolt, you may apply a +1 modifier to either
the Armour roll or Injury roll. This modifier may be
applied after the roll has been made.<br><br>
|
|---|
| Black Orc, Goblin, Ogre, Orc, Snotling, Chaos Dwarf | OGRE FIREBELLY | 0-1 Wizard | 0-1 | GW20 (DZ) | Badlands Brawl | 150,000 |
Once per game, a Wizard may cast one of the following spells:<br><br>
<b>FIREBALL</b><br>
<span class="faq">You may cast this spell at the end of either player's team turn, before the next team turn begins.</span> Choose a target square anywhere on the pitch and
roll a D6 for each Standing player (from either team) that
occupies either the target square or a square adjacent
to it:
<ul>
<li>On a roll of 4+, the player has been hit by the Fireball.</li>
<li>On a roll of 1-3, the player manages to avoid the Fireball.</li>
</ul>
Any Standing players hit by the Fireball are Knocked
Down. When a player is Knocked Down by a Fireball,
you may apply a +1 modifier to either the Armour roll or
Injury roll. This modifier may be applied after the roll has
been made.<br><br>
<b>COLUMN OF FIRE</b><br>
<span class="faq">You may cast this spell at the end of either player's team turn, before the next team turn begins.</span> Choose any square that is adjacent to one of
the Sidelines to be the Column of Fire’s starting point.
The Column of Fire follows a path from one Sideline to
the other, moving in a straight line from its starting point
directly towards the opposite Sideline. Roll a D6 for every
Standing player (from either team) that occupies a square
in the Column of Fire’s path:
<ul>
<li>On a roll of 4+, the player has been hit by the Column
of Fire.</li>
<li>On a roll of 1-3, the player is able to duck and avoid
the Column of Fire.</li>
</ul>
Any Standing players hit by the Column of Fire are
Knocked Down. When a player is Knocked Down by the
Column of Fire, you may apply a +1 modifier to either the
Armour roll or Injury roll. This modifier may be applied
after the roll has been made.
|
|---|
| Black Orc, Goblin, Ogre, Orc, Snotling, Chaos Dwarf, Goblin, Skaven, Snotling, Underworld Denizens | NIGHT GOBLIN SHAMAN | 0-1 Wizard | 0-1 | GW20 (DZ) | Badlands Brawl, Underworld Challenge | 150,000 |
Once per game, a Wizard may cast one of the following spells:<br><br>
<b>FOOT OF GORK (OR MORK)</b><br>
<span class="faq">You may cast this spell at the end of either player's team turn, before the next team turn begins.</span> Target any Standing opposition player
anywhere on the pitch, and roll a D6:
<ul>
<li>On a roll of 6, the player has been kicked by
the Foot of Gork (or Mork)!</li>
<li>On a roll of 3-5, the player has been stomped on
by the Foot of Gork (or Mork).</li>
<li>On a roll of 1 or 2, the player is lucky and the
Foot of Gork (or Mork) swings harmlessly over
their head.</li>
</ul>
A Standing player kicked by the Foot of Gork
(or Mork) is immediately catapulted through the air.
Immediately treat that player as being thrown (as if
they had the Right Stuff trait, and as if their Strength
is 3 or less should their Strength be 4 or more) by
another player (with the Throw Team-mate trait and
a Strength of 5 or more), and treat the quality of the
throw as terrible.<br>
A Standing player stomped on by the Foot of
Gork (or Mork) is Knocked Down. When a player is
Knocked Down by the Foot of Gork (or Mork), you
may apply a +1 modifier to either the Armour roll
or Injury roll. This modifier may be applied after
the roll has been made.<br><br>
<b>SPORE CLOUD</b><br>
<span class="faq">You may cast this spell at the end of either player's team turn, before the next team turn begins.</span>
Target any Standing opposition player anywhere on the
pitch, and roll a D6:
<ul>
<li>On a roll of 2+, the player is engulfed by a cloud of
Madcap Mushroom spores. Until the end of this
drive, the player gains both the Loner (5+) and Really
Stupid traits.</li>
<li>On a roll of 1, the player begins to sprout strange
fungus from their armour, before the spell
dissipates harmlessly.</li>
</ul>
|
|---|
| Black Orc, Chaos Chosen, Chaos Renegade, Dark Elf, Dwarf, Elven Union, Goblin, Halfling, Human, Imperial Nobility, Lizardmen, Necromantic Horror, Nurgle, Ogre, Old World Alliance, Orc, Shambling Undead, Skaven, Snotling, Underworld Denizens, Wood Elf, Amazon, Chaos Dwarf, High Elf, Norse, Tomb Kings, Vampire, Daemons of Khorne, Slann | Horatio X. Schottenheim, Master Mage | 0-1 Wizard | 0-1 | GW20 (DZ) | Any | 80,000 |
Once per game, a Wizard may cast one of the following spells:<br><br>
<b>TAKE THIS! OOOPS...</b><br>
<span class="faq">Horatio may cast this spell at the end of either player's team turn, before the next team turn begins.</span> Choose a target square anywhere on the pitch. The
target square is moved D3 squares in a direction determined by rolling a D8 and referring to the Random Direction
template. After moving the target square, roll a D6 for each Standing player (from either team) that is either in the target
square or a square adjacent to it:
<ul>
<li>On a roll of 4+, the player has been hit by the Fireball.</li>
<li>On a roll of 1-3, the player manages to avoid the Fireball.</li>
</ul>
Any Standing players hit by the Fireball are Knocked Down. When a player is Knocked Down by a Fireball, you may
apply a +1 modifier to either the Armour roll or Injury roll. This modifier may be applied after the roll has been made.
|
|---|
| Black Orc, Chaos Chosen, Chaos Renegade, Dark Elf, Dwarf, Elven Union, Goblin, Halfling, Human, Imperial Nobility, Lizardmen, Necromantic Horror, Nurgle, Ogre, Old World Alliance, Orc, Shambling Undead, Skaven, Snotling, Underworld Denizens, Wood Elf, Amazon, Chaos Dwarf, High Elf, Norse, Tomb Kings, Vampire, Daemons of Khorne, Slann | BIASED REFEREE INDUCEMENT | 0-1 Biased Referee | 0-1 | GW20 | Any | 120,000<br>80,000* |
<b>CLOSE SCRUTINY</b><br>
If any player on the opposing team
commits a Foul without rolling a double when making
either the Armour roll or Injury roll, roll a D6:
<ul>
<li>On a roll of 5+, the Biased Referee spots the Foul
and the player is Sent-off, exactly as if they had
rolled a double (i.e., the opposing coach may use a
Bribe if one is available and may attempt to Argue
the Call).</li>
<li>On a roll of 1-4, the player manages to avoid the
ref’s attention.</li>
</ul>
<b>"I DIDN’T SEE A THING!"</b><br>
When rolling on the Argue the Call table, you may apply a +1 modifier to the dice roll.
<br><i>*80,000 GOLD PIECES FOR TEAMS WITH THE 'BRIBERY AND CORRUPTION' SPECIAL RULE:</i>
|
|---|
| Lizardmen, Amazon, Norse, Slann, Dwarf, Halfling, Human, Imperial Nobility, Ogre, Old World Alliance, Norse | RANULF 'RED' HOKULI | 0-1 Biased Referee | 0-1 | GW20 (DZ) | Lustrian Superleague, Old World Classic | 130,000 |
<b>'RED' CARD</b><br>
When suitably remunerated, Ranulf will keep a particularly
close eye on one of the teams. If any player on the
opposing team commits a Foul but a double is not rolled
when making either the Armour roll or Injury roll, roll a D6:
<ul>
<li>On a roll of 4+, Ranulf loudly demands that play halt
whilst he investigates further.</li>
<li>On a roll of 1-3, the player manages to avoid the
ref’s attention.</li>
</ul>
Once spotted by Ranulf in this way (and only in this way),
the coach of the player that committed the Foul must
choose one of the following options:
<ul>
<li>The coach may use a Bribe if one is available.</li>
<li>The player that committed the Foul may accept their
fate and be Sent-off.</li>
<li>The player may attempt to argue with Ranulf! Ranulf
will settle the argument with his axe. An Armour roll
is made against the player, applying a +2 modifier to
the result:<br>
- If the roll is higher than the Armour Value of the
player, they become Prone and an Injury roll is made
against them. The player is not Sent-off and no
Turnover is caused.<br>
- If the roll is equal to or lower than the Armour Value
of the player hit, the attack has no effect. The player
is Sent-off and a Turnover caused.
</ul>
<b>"I'M NOT ONE FOR ARGUING!"</b><br>
If Ranulf has been Induced for this game, even if he
does not take part due to both coaches Inducing him,
neither coach can Argue the Call – even the most
argumentative of coaches can’t help but have
respect for the charismatic Norscan.
|
|---|
| Dwarf, Chaos Dwarf | THORON KORENSSON | 0-1 Biased Referee | 0-1 | GW20 (DZ) | Worlds Edge Superleague | 120,000 |
<b>STRICT DISCIPLINE</b><br>
Korensson is renowned for bringing strict discipline to the pitch which, when questioned, is backed up with extremely tough penalties. If any player on the opposing team commits a Foul but a double is not rolled when making either the Armour roll or Injury roll, roll a D6:
<ul>
<li>On a roll of 4+, Korensson has spotted the violation.</li>
<li>On a roll of 1-3, the player manages to avoid the
ref’s attention.</li>
</ul>
Once spotted by Korensson in this way (and only in this way), the player that committed the Foul is immediately Sent-off. When a player is Sent-off in this way, their coach cannot use a Bribe but may attempt to Argue the Call.
However, if a 1 is rolled on the Argue the Call table, not only is the player and the coach Sent-off, but one other randomly selected player belonging to the opposing team and that is currently on the pitch is Sent-off as well.
<br><b>"SIT DOWN AND KEEP QUIET!"</b><br>
If a Get the Ref result is rolled on the Kick-off Event table,
roll again – it takes a particularly riled-up crowd to want to
advance on Korensson.
|
|---|
| Black Orc, Chaos Chosen, Chaos Renegade, Dark Elf, Dwarf, Elven Union, Goblin, Halfling, Human, Imperial Nobility, Lizardmen, Necromantic Horror, Nurgle, Ogre, Old World Alliance, Orc, Shambling Undead, Skaven, Snotling, Underworld Denizens, Wood Elf, Amazon, Chaos Dwarf, High Elf, Norse, Tomb Kings, Vampire, Daemons of Khorne, Slann | JORM THE OGRE | 0-1 Biased Referee | 0-1 | GW20 (DZ) | Any | 120,000<br>80,000* |
<b>JORM DOESN’T LIKE CHEATERS!</b><br>
Jorm is always on the lookout for dirty play, and misses very little. If any player on the opposing team commits a
Foul but a double is not rolled when making either the Armour roll or Injury roll, roll a D6:
<ul>
<li>On a roll of 4+, Jorm has spotted the cheat and rolls up his sleeves to deliver his own form of justice.</li>
<li>On a roll of 1-3, the player manages to avoid the ref’s attention.</li>
</ul>
Once spotted by Jorm in this way (and only in this way), the player that committed the Foul is immediately Knocked Down. When a player is Knocked Down by Jorm,
you may apply a +1 modifier to either the Armour roll or Injury roll. This modifier may be applied after the roll has been made.
<br><b>"SHUT IT, YOU HOOLIGANS!"</b><br>
If a Get the Ref result is rolled on the Kick-off Event table, the normal effects are ignored – instead, Jorm goes into a rampage and starts tearing through the stands to teach
the rowdy fans a lesson! Both teams reduce their Fan Factor for this game by -1 each time a Get the Ref result is rolled on the Kick-off Event table.
<br><i>*80,000 GOLD PIECES FOR TEAMS WITH THE 'BRIBERY AND CORRUPTION' SPECIAL RULE.</i>
|
|---|
| Black Orc, Chaos Chosen, Chaos Renegade, Dark Elf, Dwarf, Elven Union, Goblin, Halfling, Human, Imperial Nobility, Lizardmen, Necromantic Horror, Nurgle, Ogre, Old World Alliance, Orc, Shambling Undead, Skaven, Snotling, Underworld Denizens, Wood Elf, Amazon, Chaos Dwarf, High Elf, Norse, Tomb Kings, Vampire, Daemons of Khorne, Slann | THE TRUNDLEFOOT TRIPLETS: BUNGO, FILIBERT AND JEPH | 0-1 Biased Referee | 0-1 | GW20 (DZ) | Any | 80,000<br>40,000* |
<b>HEAVY-HANDED INCOMPETENCE</b><br>
The Trundlefoot Triplets often try their best to partake in
a bit of honest corruption, but all too often they fail. If any
player on the opposing team commits a Foul but a double
is not rolled when making either the Armour roll or Injury
roll, roll a D6:
<ul>
<li>On a roll of 5+, the player that committed the Foul is Sent-off, exactly as if they had rolled a double
(i.e., the opposing coach may use a Bribe if one is available and may attempt to Argue the Call).</li>
<li>On a roll of 2-4, the triplets, squabbling amongst themselves, miss the Foul.</li>
<li>On a roll of 1, however, the victim of the Foul is Sent-off as if they had committed a Foul and rolled a double!</li>
</ul>
<b>"SMART PLAYERS ARE WELL-BEHAVED PLAYERS!"</b><br>
At the start of each drive, after both teams are set-up but
before the kick-off, roll a D6. On a roll of 6, one randomly
selected player on the opposing team that is not being
Marked becomes embroiled in a pointless argument
with the triplets about their kit. The player is immediately
Placed Prone and becomes Stunned, representing the
time wasted arguing.<br>
<b>"THEY DON’T LOOK HAPPY!"</b><br>
If a Get the Ref result is rolled on the Kick-off Event table,
the triplets make themselves scarce and will play no
further part in this game. In addition, each team also gets
a Bribe as normal.
<br><i>*40,000 GOLD PIECES FOR TEAMS WITH THE 'HALFLING THIMBLE CUP' SPECIAL RULE.</i>
|